Running Realm of the Fellnight Queen within the KM storyline *Spoilers*


Kingmaker

Scarab Sages

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Okay I decided to run Realm of the Fellnight Queen in the middle of Rivers Run Red, mostly because a vengeance minded Calistria worshipping elf who hates humans (until recently) has kept them from exploring any of the Narlmarches. They finally made peace and were able to explore some. I am planning the Fellnight Queen about a year and a half out from the current date in game, probably about 5 months after hargulka and crew are dispatched. Here is how I am tying them in:

1)Bellis=small village of Grozni forest immigrants who came down to start a new colony under the auspices of the PCs protection. They are called the ForestHawks. No name for the settlement yet because the PCs have to found it after the winter.

2) Vinroot, unicorns, dryads are all going to be introduced shortly as the 1st world PC gnome druid explores the forest with the warden.

The PC druid already had a few run ins with a camp from the Brevoy Lumber Consortium and set them straight about where and how much wood they are allowed to harvest. Im thinking they get a little carried away and upset Vinroot, involving the druid in arbitration. Similarly, the foreman of the camp is named Corax, the same Corax who will venture beyond the hexes he has permission to harvest and run afoul of Melianse later on.

Also as a final smack in the face, the party discovered an giant oak table with a face and arms in the Stag Lord’s fort main hall. This was an ent they killed and turned into a table. The poor PC druid had an apoplectic fit when he found out, especially since they had already dispatched the Stag Lord and the worst of the bandits. All these will serve to get Vinroot drinking.

3) The centaurs will come from a re-settled group moving over to avoid conflicting with Maegar Varn. Hopefully the druid will help them re-locate into the Narlmarches so they can play a part in this module.

4) I recently told the party that the price of honey is extremely high, so they are planning to create an apiary soon. I think I might have Tenzekil come along as a bee expert and offer to run it for them.

5) The entrance to the Fellnight Realm will be located inside a half a hex sized elven graveyard the party has already discovered in the Narlmarches. It is prohibited to enter there unless you are an elf, so this is a perfect place to stick something I don’t want the party to find too soon.

6) I am going to make Devarre a fey druid who lives half the time in the 1st world and half the time in Golarion. He will be a future source of info on the 1st world if and when they need it.

7) Rhoswen will form a new fey kingdom (much like Hargulka’s troll kingdom to the south) in the Narlmarches if the party doesn’t stop her.

8) When they defeat Rhoswen, they will find a copy of Zuddiger’s picnic among her books.

Any other thoughts, tie-ins, foreshadowing, or expansions for running this module in Kingmaker would be greatly appreciated!

Especially would be interested in feedback from people like Dudemeister, Robert Brambley, and anyone else who has adapted it or run it already within KM.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Hi Redcelt,

I have run Realm of the Fellnight Queen, but not in its entirety. Here's how it played out in my campaign:

Two of my PCs were getting married to each other, and the mayor of Tatzlford offered to have the celebration in his village. During the ceremony the village was attacked by bee swarms and Spriggans. The PCs repelled the attack and the bride was quite angry about it. The gnome Tenzikil made a speech about paving the way for the Fellnight Princess, before zooming off into the forest in animal form.

The PCs decided to consult Tyrissia (sp?) the dryad about what was happening. Tyressia relayed that the Fellnight Queen was a powerful Fey, who meddled in forbidden shadow magics and was banished by the Green Eyed to her own Realm (The Fellnight).

Now here's where things get tricky:
Candlemere Island has a tower, in that tower is an Elfgate (in my game at least). Tenzikil was one of the gnome explorers (See Rivers Run Red). He activated the Elfgate and travelled to the Fellnight Realm, where Rhoswyn dominated[/ii] him and sent him back to retrieve the Faengard stones. One of which was built into the Elf Keep (again RRR) and another of which sits in the throne of the Rosethorn Court (see conquest of bloodsworn vale - this encounter replaced the dead unicorn) The PCs need to keep the stones away from the Elfgate. at this point I had 8 PCs so I split them into two teams.
The 1st team of PCs head to the elven keep and find more bees and Tenzikil. Tenzikil uses his giant bee companion to pull the Faengard stone out of the room where the blood sucking fey thing once resided. Big fight, there's some Spriggans there too.
The 2nd team headed to the Rosethorn Court. Dealt with the drunken Rosethorn fey (they tried Diplomacy, but miserable rolls lead to combat). Retrieved the stone from the throne (for inspiration look up the scone of stone on Wikipedia).

Having kept the stones out of Rhoswyn's hands the PCs thought their victory was assured
They finished the wedding, but the strange mists hadn't yet dissipated. Session ends with the PCs back at Castle Thunderclash.

Next session: I told the players (we were back to my regular group of 6) "okay gang we're pretty pressed for time this game so I'm going to skip forward to the good part. Having entered the Fellnight Realm to find the source of the Mist you crossed the endless hedge maze, climbed the tower of twigs and are inside Rhoswyn's Court."
At which point I ran the Rhoswyn encounter and completely TPKd the party, by essentially slamming Baleful Polymorph, clever use of Shadow Evocation and Shadow Conjuration and bending the rules. The look of horror on my Player's faces was magical.
At which point I said: "You awaken in a cold sweat, make a Will Save", essentially Rhoswyn had sent the PCs a [i]nightmare
. My players who were present realised that much of the council was trapped in their own nightmares. The players sallied forth and headed for the Elfgate.
They made a brief stop at the Old Beldame's hut and she made for them fetishes. "Protection from wicked fey magics, wear 'em about your necks."
The PCs then crossed the lake (encountering a water elemental), candlemere Spriggans and will o' wisps, reached the gate (Kingdom soldiers possessed by Will o' Wisps).
In the Fellnight Realm they stepped out into a massive hedge maze. This was a cumulative skill challenge.
The Target DC was 120. The primary check was Kn. Geography or Intelligence. PCs could Aid with Kn. The Planes, Perception, Survival or Climb. Flight magic increased the result of a check by +10, but each check represented 1d4 hours in the maze and called for a random encounter check.
The PCs reach the tower, and b-line for the queens throne room (cutting down on that massive dungeon (de ja vu much). They encountered the Fellnight Queen and beat her, I described her melting away into shadow as the tower began rumbling beneath them.

The PCs collected their loot and returned to Kyshahn. The mists long evaporated and the Council reporting "such strange dreams".

Next time: Revenge of the Fellnight Princess. Plus! Backstory, delicious backstory!

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